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-rw-r--r-- | OpenSim/Region/Physics/BulletSNPlugin/BSPrim.cs | 1494 |
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diff --git a/OpenSim/Region/Physics/BulletSNPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSNPlugin/BSPrim.cs new file mode 100644 index 0000000..aadb5b2 --- /dev/null +++ b/OpenSim/Region/Physics/BulletSNPlugin/BSPrim.cs | |||
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1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyrightD | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | |||
28 | using System; | ||
29 | using System.Reflection; | ||
30 | using System.Collections.Generic; | ||
31 | using System.Xml; | ||
32 | using log4net; | ||
33 | using OMV = OpenMetaverse; | ||
34 | using OpenSim.Framework; | ||
35 | using OpenSim.Region.Physics.Manager; | ||
36 | using OpenSim.Region.Physics.ConvexDecompositionDotNet; | ||
37 | |||
38 | namespace OpenSim.Region.Physics.BulletSNPlugin | ||
39 | { | ||
40 | |||
41 | [Serializable] | ||
42 | public sealed class BSPrim : BSPhysObject | ||
43 | { | ||
44 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | ||
45 | private static readonly string LogHeader = "[BULLETS PRIM]"; | ||
46 | |||
47 | // _size is what the user passed. Scale is what we pass to the physics engine with the mesh. | ||
48 | private OMV.Vector3 _size; // the multiplier for each mesh dimension as passed by the user | ||
49 | |||
50 | private bool _grabbed; | ||
51 | private bool _isSelected; | ||
52 | private bool _isVolumeDetect; | ||
53 | private OMV.Vector3 _position; | ||
54 | private float _mass; // the mass of this object | ||
55 | private float _density; | ||
56 | private OMV.Vector3 _force; | ||
57 | private OMV.Vector3 _velocity; | ||
58 | private OMV.Vector3 _torque; | ||
59 | private float _collisionScore; | ||
60 | private OMV.Vector3 _acceleration; | ||
61 | private OMV.Quaternion _orientation; | ||
62 | private int _physicsActorType; | ||
63 | private bool _isPhysical; | ||
64 | private bool _flying; | ||
65 | private float _friction; | ||
66 | private float _restitution; | ||
67 | private bool _setAlwaysRun; | ||
68 | private bool _throttleUpdates; | ||
69 | private bool _isColliding; | ||
70 | private bool _collidingGround; | ||
71 | private bool _collidingObj; | ||
72 | private bool _floatOnWater; | ||
73 | private OMV.Vector3 _rotationalVelocity; | ||
74 | private bool _kinematic; | ||
75 | private float _buoyancy; | ||
76 | |||
77 | private BSDynamics _vehicle; | ||
78 | |||
79 | private OMV.Vector3 _PIDTarget; | ||
80 | private bool _usePID; | ||
81 | private float _PIDTau; | ||
82 | private bool _useHoverPID; | ||
83 | private float _PIDHoverHeight; | ||
84 | private PIDHoverType _PIDHoverType; | ||
85 | private float _PIDHoverTao; | ||
86 | |||
87 | public BSPrim(uint localID, String primName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size, | ||
88 | OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical) | ||
89 | : base(parent_scene, localID, primName, "BSPrim") | ||
90 | { | ||
91 | // m_log.DebugFormat("{0}: BSPrim creation of {1}, id={2}", LogHeader, primName, localID); | ||
92 | _physicsActorType = (int)ActorTypes.Prim; | ||
93 | _position = pos; | ||
94 | _size = size; | ||
95 | Scale = size; // prims are the size the user wants them to be (different for BSCharactes). | ||
96 | _orientation = rotation; | ||
97 | _buoyancy = 1f; | ||
98 | _velocity = OMV.Vector3.Zero; | ||
99 | _rotationalVelocity = OMV.Vector3.Zero; | ||
100 | BaseShape = pbs; | ||
101 | _isPhysical = pisPhysical; | ||
102 | _isVolumeDetect = false; | ||
103 | |||
104 | // Someday set default attributes based on the material but, for now, we don't know the prim material yet. | ||
105 | // MaterialAttributes primMat = BSMaterials.GetAttributes(Material, pisPhysical); | ||
106 | _density = PhysicsScene.Params.defaultDensity; | ||
107 | _friction = PhysicsScene.Params.defaultFriction; | ||
108 | _restitution = PhysicsScene.Params.defaultRestitution; | ||
109 | |||
110 | _vehicle = new BSDynamics(PhysicsScene, this); // add vehicleness | ||
111 | |||
112 | _mass = CalculateMass(); | ||
113 | |||
114 | Linkset.Refresh(this); | ||
115 | |||
116 | DetailLog("{0},BSPrim.constructor,call", LocalID); | ||
117 | // do the actual object creation at taint time | ||
118 | PhysicsScene.TaintedObject("BSPrim.create", delegate() | ||
119 | { | ||
120 | CreateGeomAndObject(true); | ||
121 | |||
122 | CurrentCollisionFlags = BulletSimAPI.GetCollisionFlags2(PhysBody.ptr); | ||
123 | }); | ||
124 | } | ||
125 | |||
126 | // called when this prim is being destroyed and we should free all the resources | ||
127 | public override void Destroy() | ||
128 | { | ||
129 | // m_log.DebugFormat("{0}: Destroy, id={1}", LogHeader, LocalID); | ||
130 | base.Destroy(); | ||
131 | |||
132 | // Undo any links between me and any other object | ||
133 | BSPhysObject parentBefore = Linkset.LinksetRoot; | ||
134 | int childrenBefore = Linkset.NumberOfChildren; | ||
135 | |||
136 | Linkset = Linkset.RemoveMeFromLinkset(this); | ||
137 | |||
138 | DetailLog("{0},BSPrim.Destroy,call,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}", | ||
139 | LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren); | ||
140 | |||
141 | // Undo any vehicle properties | ||
142 | this.VehicleType = (int)Vehicle.TYPE_NONE; | ||
143 | |||
144 | PhysicsScene.TaintedObject("BSPrim.destroy", delegate() | ||
145 | { | ||
146 | DetailLog("{0},BSPrim.Destroy,taint,", LocalID); | ||
147 | // If there are physical body and shape, release my use of same. | ||
148 | PhysicsScene.Shapes.DereferenceBody(PhysBody, true, null); | ||
149 | PhysBody.Clear(); | ||
150 | PhysicsScene.Shapes.DereferenceShape(PhysShape, true, null); | ||
151 | PhysShape.Clear(); | ||
152 | }); | ||
153 | } | ||
154 | |||
155 | // No one uses this property. | ||
156 | public override bool Stopped { | ||
157 | get { return false; } | ||
158 | } | ||
159 | public override OMV.Vector3 Size { | ||
160 | get { return _size; } | ||
161 | set { | ||
162 | // We presume the scale and size are the same. If scale must be changed for | ||
163 | // the physical shape, that is done when the geometry is built. | ||
164 | _size = value; | ||
165 | Scale = _size; | ||
166 | ForceBodyShapeRebuild(false); | ||
167 | } | ||
168 | } | ||
169 | |||
170 | public override PrimitiveBaseShape Shape { | ||
171 | set { | ||
172 | BaseShape = value; | ||
173 | ForceBodyShapeRebuild(false); | ||
174 | } | ||
175 | } | ||
176 | // Whatever the linkset wants is what I want. | ||
177 | public override BSPhysicsShapeType PreferredPhysicalShape | ||
178 | { get { return Linkset.PreferredPhysicalShape(this); } } | ||
179 | |||
180 | public override bool ForceBodyShapeRebuild(bool inTaintTime) | ||
181 | { | ||
182 | LastAssetBuildFailed = false; | ||
183 | PhysicsScene.TaintedObject(inTaintTime, "BSPrim.ForceBodyShapeRebuild", delegate() | ||
184 | { | ||
185 | _mass = CalculateMass(); // changing the shape changes the mass | ||
186 | CreateGeomAndObject(true); | ||
187 | }); | ||
188 | return true; | ||
189 | } | ||
190 | public override bool Grabbed { | ||
191 | set { _grabbed = value; | ||
192 | } | ||
193 | } | ||
194 | public override bool Selected { | ||
195 | set | ||
196 | { | ||
197 | if (value != _isSelected) | ||
198 | { | ||
199 | _isSelected = value; | ||
200 | PhysicsScene.TaintedObject("BSPrim.setSelected", delegate() | ||
201 | { | ||
202 | DetailLog("{0},BSPrim.selected,taint,selected={1}", LocalID, _isSelected); | ||
203 | SetObjectDynamic(false); | ||
204 | }); | ||
205 | } | ||
206 | } | ||
207 | } | ||
208 | public override void CrossingFailure() { return; } | ||
209 | |||
210 | // link me to the specified parent | ||
211 | public override void link(PhysicsActor obj) { | ||
212 | BSPrim parent = obj as BSPrim; | ||
213 | if (parent != null) | ||
214 | { | ||
215 | BSPhysObject parentBefore = Linkset.LinksetRoot; | ||
216 | int childrenBefore = Linkset.NumberOfChildren; | ||
217 | |||
218 | Linkset = parent.Linkset.AddMeToLinkset(this); | ||
219 | |||
220 | DetailLog("{0},BSPrim.link,call,parentBefore={1}, childrenBefore=={2}, parentAfter={3}, childrenAfter={4}", | ||
221 | LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren); | ||
222 | } | ||
223 | return; | ||
224 | } | ||
225 | |||
226 | // delink me from my linkset | ||
227 | public override void delink() { | ||
228 | // TODO: decide if this parent checking needs to happen at taint time | ||
229 | // Race condition here: if link() and delink() in same simulation tick, the delink will not happen | ||
230 | |||
231 | BSPhysObject parentBefore = Linkset.LinksetRoot; | ||
232 | int childrenBefore = Linkset.NumberOfChildren; | ||
233 | |||
234 | Linkset = Linkset.RemoveMeFromLinkset(this); | ||
235 | |||
236 | DetailLog("{0},BSPrim.delink,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}, ", | ||
237 | LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren); | ||
238 | return; | ||
239 | } | ||
240 | |||
241 | // Set motion values to zero. | ||
242 | // Do it to the properties so the values get set in the physics engine. | ||
243 | // Push the setting of the values to the viewer. | ||
244 | // Called at taint time! | ||
245 | public override void ZeroMotion(bool inTaintTime) | ||
246 | { | ||
247 | _velocity = OMV.Vector3.Zero; | ||
248 | _acceleration = OMV.Vector3.Zero; | ||
249 | _rotationalVelocity = OMV.Vector3.Zero; | ||
250 | |||
251 | // Zero some other properties in the physics engine | ||
252 | PhysicsScene.TaintedObject(inTaintTime, "BSPrim.ZeroMotion", delegate() | ||
253 | { | ||
254 | if (PhysBody.HasPhysicalBody) | ||
255 | BulletSimAPI.ClearAllForces2(PhysBody.ptr); | ||
256 | }); | ||
257 | } | ||
258 | public override void ZeroAngularMotion(bool inTaintTime) | ||
259 | { | ||
260 | _rotationalVelocity = OMV.Vector3.Zero; | ||
261 | // Zero some other properties in the physics engine | ||
262 | PhysicsScene.TaintedObject(inTaintTime, "BSPrim.ZeroMotion", delegate() | ||
263 | { | ||
264 | // DetailLog("{0},BSPrim.ZeroAngularMotion,call,rotVel={1}", LocalID, _rotationalVelocity); | ||
265 | if (PhysBody.HasPhysicalBody) | ||
266 | { | ||
267 | BulletSimAPI.SetInterpolationAngularVelocity2(PhysBody.ptr, _rotationalVelocity); | ||
268 | BulletSimAPI.SetAngularVelocity2(PhysBody.ptr, _rotationalVelocity); | ||
269 | } | ||
270 | }); | ||
271 | } | ||
272 | |||
273 | public override void LockAngularMotion(OMV.Vector3 axis) | ||
274 | { | ||
275 | DetailLog("{0},BSPrim.LockAngularMotion,call,axis={1}", LocalID, axis); | ||
276 | return; | ||
277 | } | ||
278 | |||
279 | public override OMV.Vector3 RawPosition | ||
280 | { | ||
281 | get { return _position; } | ||
282 | set { _position = value; } | ||
283 | } | ||
284 | public override OMV.Vector3 Position { | ||
285 | get { | ||
286 | /* NOTE: this refetch is not necessary. The simulator knows about linkset children | ||
287 | * and does not fetch this position info for children. Thus this is commented out. | ||
288 | // child prims move around based on their parent. Need to get the latest location | ||
289 | if (!Linkset.IsRoot(this)) | ||
290 | _position = Linkset.PositionGet(this); | ||
291 | */ | ||
292 | |||
293 | // don't do the GetObjectPosition for root elements because this function is called a zillion times. | ||
294 | // _position = BulletSimAPI.GetObjectPosition2(PhysicsScene.World.ptr, BSBody.ptr); | ||
295 | return _position; | ||
296 | } | ||
297 | set { | ||
298 | // If the position must be forced into the physics engine, use ForcePosition. | ||
299 | // All positions are given in world positions. | ||
300 | if (_position == value) | ||
301 | { | ||
302 | DetailLog("{0},BSPrim.setPosition,taint,positionNotChanging,pos={1},orient={2}", LocalID, _position, _orientation); | ||
303 | return; | ||
304 | } | ||
305 | _position = value; | ||
306 | PositionSanityCheck(false); | ||
307 | |||
308 | // A linkset might need to know if a component information changed. | ||
309 | Linkset.UpdateProperties(this, false); | ||
310 | |||
311 | PhysicsScene.TaintedObject("BSPrim.setPosition", delegate() | ||
312 | { | ||
313 | DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); | ||
314 | ForcePosition = _position; | ||
315 | }); | ||
316 | } | ||
317 | } | ||
318 | public override OMV.Vector3 ForcePosition { | ||
319 | get { | ||
320 | _position = BulletSimAPI.GetPosition2(PhysBody.ptr); | ||
321 | return _position; | ||
322 | } | ||
323 | set { | ||
324 | _position = value; | ||
325 | if (PhysBody.HasPhysicalBody) | ||
326 | { | ||
327 | BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); | ||
328 | ActivateIfPhysical(false); | ||
329 | } | ||
330 | } | ||
331 | } | ||
332 | |||
333 | // Check that the current position is sane and, if not, modify the position to make it so. | ||
334 | // Check for being below terrain and being out of bounds. | ||
335 | // Returns 'true' of the position was made sane by some action. | ||
336 | private bool PositionSanityCheck(bool inTaintTime) | ||
337 | { | ||
338 | bool ret = false; | ||
339 | |||
340 | if (!PhysicsScene.TerrainManager.IsWithinKnownTerrain(_position)) | ||
341 | { | ||
342 | // The physical object is out of the known/simulated area. | ||
343 | // Upper levels of code will handle the transition to other areas so, for | ||
344 | // the time, we just ignore the position. | ||
345 | return ret; | ||
346 | } | ||
347 | |||
348 | float terrainHeight = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(_position); | ||
349 | OMV.Vector3 upForce = OMV.Vector3.Zero; | ||
350 | if (RawPosition.Z < terrainHeight) | ||
351 | { | ||
352 | DetailLog("{0},BSPrim.PositionAdjustUnderGround,call,pos={1},terrain={2}", LocalID, _position, terrainHeight); | ||
353 | float targetHeight = terrainHeight + (Size.Z / 2f); | ||
354 | // Upforce proportional to the distance away from the terrain. Correct the error in 1 sec. | ||
355 | upForce.Z = (terrainHeight - RawPosition.Z) * 1f; | ||
356 | ret = true; | ||
357 | } | ||
358 | |||
359 | if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) != 0) | ||
360 | { | ||
361 | float waterHeight = PhysicsScene.TerrainManager.GetWaterLevelAtXYZ(_position); | ||
362 | // TODO: a floating motor so object will bob in the water | ||
363 | if (Math.Abs(RawPosition.Z - waterHeight) > 0.1f) | ||
364 | { | ||
365 | // Upforce proportional to the distance away from the water. Correct the error in 1 sec. | ||
366 | upForce.Z = (waterHeight - RawPosition.Z) * 1f; | ||
367 | ret = true; | ||
368 | } | ||
369 | } | ||
370 | |||
371 | // The above code computes a force to apply to correct any out-of-bounds problems. Apply same. | ||
372 | // TODO: This should be intergrated with a geneal physics action mechanism. | ||
373 | // TODO: This should be moderated with PID'ness. | ||
374 | if (ret) | ||
375 | { | ||
376 | // Apply upforce and overcome gravity. | ||
377 | OMV.Vector3 correctionForce = upForce - PhysicsScene.DefaultGravity; | ||
378 | DetailLog("{0},BSPrim.PositionSanityCheck,applyForce,pos={1},upForce={2},correctionForce={3}", LocalID, _position, upForce, correctionForce); | ||
379 | AddForce(correctionForce, false, inTaintTime); | ||
380 | } | ||
381 | return ret; | ||
382 | } | ||
383 | |||
384 | // Return the effective mass of the object. | ||
385 | // The definition of this call is to return the mass of the prim. | ||
386 | // If the simulator cares about the mass of the linkset, it will sum it itself. | ||
387 | public override float Mass | ||
388 | { | ||
389 | get | ||
390 | { | ||
391 | return _mass; | ||
392 | } | ||
393 | } | ||
394 | |||
395 | // used when we only want this prim's mass and not the linkset thing | ||
396 | public override float RawMass { | ||
397 | get { return _mass; } | ||
398 | } | ||
399 | // Set the physical mass to the passed mass. | ||
400 | // Note that this does not change _mass! | ||
401 | public override void UpdatePhysicalMassProperties(float physMass, bool inWorld) | ||
402 | { | ||
403 | if (PhysBody.HasPhysicalBody) | ||
404 | { | ||
405 | if (IsStatic) | ||
406 | { | ||
407 | Inertia = OMV.Vector3.Zero; | ||
408 | BulletSimAPI.SetMassProps2(PhysBody.ptr, 0f, Inertia); | ||
409 | BulletSimAPI.UpdateInertiaTensor2(PhysBody.ptr); | ||
410 | } | ||
411 | else | ||
412 | { | ||
413 | if (inWorld) | ||
414 | { | ||
415 | // Changing interesting properties doesn't change proxy and collision cache | ||
416 | // information. The Bullet solution is to re-add the object to the world | ||
417 | // after parameters are changed. | ||
418 | BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, PhysBody.ptr); | ||
419 | } | ||
420 | |||
421 | Inertia = BulletSimAPI.CalculateLocalInertia2(PhysShape.ptr, physMass); | ||
422 | BulletSimAPI.SetMassProps2(PhysBody.ptr, physMass, Inertia); | ||
423 | BulletSimAPI.UpdateInertiaTensor2(PhysBody.ptr); | ||
424 | |||
425 | // center of mass is at the zero of the object | ||
426 | // DEBUG DEBUG BulletSimAPI.SetCenterOfMassByPosRot2(PhysBody.ptr, ForcePosition, ForceOrientation); | ||
427 | DetailLog("{0},BSPrim.UpdateMassProperties,mass={1},localInertia={2},inWorld={3}", LocalID, physMass, Inertia, inWorld); | ||
428 | |||
429 | if (inWorld) | ||
430 | { | ||
431 | BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, PhysBody.ptr,_position,_orientation); | ||
432 | } | ||
433 | |||
434 | // Must set gravity after it has been added to the world because, for unknown reasons, | ||
435 | // adding the object resets the object's gravity to world gravity | ||
436 | OMV.Vector3 grav = PhysicsScene.DefaultGravity * (1f - Buoyancy); | ||
437 | BulletSimAPI.SetGravity2(PhysBody.ptr, grav); | ||
438 | |||
439 | } | ||
440 | } | ||
441 | } | ||
442 | |||
443 | // Is this used? | ||
444 | public override OMV.Vector3 CenterOfMass | ||
445 | { | ||
446 | get { return Linkset.CenterOfMass; } | ||
447 | } | ||
448 | |||
449 | // Is this used? | ||
450 | public override OMV.Vector3 GeometricCenter | ||
451 | { | ||
452 | get { return Linkset.GeometricCenter; } | ||
453 | } | ||
454 | |||
455 | public override OMV.Vector3 Force { | ||
456 | get { return _force; } | ||
457 | set { | ||
458 | _force = value; | ||
459 | if (_force != OMV.Vector3.Zero) | ||
460 | { | ||
461 | // If the force is non-zero, it must be reapplied each tick because | ||
462 | // Bullet clears the forces applied last frame. | ||
463 | RegisterPreStepAction("BSPrim.setForce", LocalID, | ||
464 | delegate(float timeStep) | ||
465 | { | ||
466 | DetailLog("{0},BSPrim.setForce,preStep,force={1}", LocalID, _force); | ||
467 | if (PhysBody.HasPhysicalBody) | ||
468 | { | ||
469 | BulletSimAPI.ApplyCentralForce2(PhysBody.ptr, _force); | ||
470 | ActivateIfPhysical(false); | ||
471 | } | ||
472 | } | ||
473 | ); | ||
474 | } | ||
475 | else | ||
476 | { | ||
477 | UnRegisterPreStepAction("BSPrim.setForce", LocalID); | ||
478 | } | ||
479 | } | ||
480 | } | ||
481 | |||
482 | public override int VehicleType { | ||
483 | get { | ||
484 | return (int)_vehicle.Type; // if we are a vehicle, return that type | ||
485 | } | ||
486 | set { | ||
487 | Vehicle type = (Vehicle)value; | ||
488 | |||
489 | PhysicsScene.TaintedObject("setVehicleType", delegate() | ||
490 | { | ||
491 | // Done at taint time so we're sure the physics engine is not using the variables | ||
492 | // Vehicle code changes the parameters for this vehicle type. | ||
493 | _vehicle.ProcessTypeChange(type); | ||
494 | ActivateIfPhysical(false); | ||
495 | |||
496 | // If an active vehicle, register the vehicle code to be called before each step | ||
497 | if (_vehicle.Type == Vehicle.TYPE_NONE) | ||
498 | UnRegisterPreStepAction("BSPrim.Vehicle", LocalID); | ||
499 | else | ||
500 | RegisterPreStepAction("BSPrim.Vehicle", LocalID, _vehicle.Step); | ||
501 | }); | ||
502 | } | ||
503 | } | ||
504 | public override void VehicleFloatParam(int param, float value) | ||
505 | { | ||
506 | PhysicsScene.TaintedObject("BSPrim.VehicleFloatParam", delegate() | ||
507 | { | ||
508 | _vehicle.ProcessFloatVehicleParam((Vehicle)param, value); | ||
509 | ActivateIfPhysical(false); | ||
510 | }); | ||
511 | } | ||
512 | public override void VehicleVectorParam(int param, OMV.Vector3 value) | ||
513 | { | ||
514 | PhysicsScene.TaintedObject("BSPrim.VehicleVectorParam", delegate() | ||
515 | { | ||
516 | _vehicle.ProcessVectorVehicleParam((Vehicle)param, value); | ||
517 | ActivateIfPhysical(false); | ||
518 | }); | ||
519 | } | ||
520 | public override void VehicleRotationParam(int param, OMV.Quaternion rotation) | ||
521 | { | ||
522 | PhysicsScene.TaintedObject("BSPrim.VehicleRotationParam", delegate() | ||
523 | { | ||
524 | _vehicle.ProcessRotationVehicleParam((Vehicle)param, rotation); | ||
525 | ActivateIfPhysical(false); | ||
526 | }); | ||
527 | } | ||
528 | public override void VehicleFlags(int param, bool remove) | ||
529 | { | ||
530 | PhysicsScene.TaintedObject("BSPrim.VehicleFlags", delegate() | ||
531 | { | ||
532 | _vehicle.ProcessVehicleFlags(param, remove); | ||
533 | }); | ||
534 | } | ||
535 | |||
536 | // Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more | ||
537 | public override void SetVolumeDetect(int param) { | ||
538 | bool newValue = (param != 0); | ||
539 | if (_isVolumeDetect != newValue) | ||
540 | { | ||
541 | _isVolumeDetect = newValue; | ||
542 | PhysicsScene.TaintedObject("BSPrim.SetVolumeDetect", delegate() | ||
543 | { | ||
544 | // DetailLog("{0},setVolumeDetect,taint,volDetect={1}", LocalID, _isVolumeDetect); | ||
545 | SetObjectDynamic(true); | ||
546 | }); | ||
547 | } | ||
548 | return; | ||
549 | } | ||
550 | public override OMV.Vector3 Velocity { | ||
551 | get { return _velocity; } | ||
552 | set { | ||
553 | _velocity = value; | ||
554 | PhysicsScene.TaintedObject("BSPrim.setVelocity", delegate() | ||
555 | { | ||
556 | // DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, _velocity); | ||
557 | ForceVelocity = _velocity; | ||
558 | }); | ||
559 | } | ||
560 | } | ||
561 | public override OMV.Vector3 ForceVelocity { | ||
562 | get { return _velocity; } | ||
563 | set { | ||
564 | PhysicsScene.AssertInTaintTime("BSPrim.ForceVelocity"); | ||
565 | |||
566 | _velocity = value; | ||
567 | if (PhysBody.HasPhysicalBody) | ||
568 | { | ||
569 | BulletSimAPI.SetLinearVelocity2(PhysBody.ptr, _velocity); | ||
570 | ActivateIfPhysical(false); | ||
571 | } | ||
572 | } | ||
573 | } | ||
574 | public override OMV.Vector3 Torque { | ||
575 | get { return _torque; } | ||
576 | set { | ||
577 | _torque = value; | ||
578 | if (_torque != OMV.Vector3.Zero) | ||
579 | { | ||
580 | // If the torque is non-zero, it must be reapplied each tick because | ||
581 | // Bullet clears the forces applied last frame. | ||
582 | RegisterPreStepAction("BSPrim.setTorque", LocalID, | ||
583 | delegate(float timeStep) | ||
584 | { | ||
585 | if (PhysBody.HasPhysicalBody) | ||
586 | AddAngularForce(_torque, false, true); | ||
587 | } | ||
588 | ); | ||
589 | } | ||
590 | else | ||
591 | { | ||
592 | UnRegisterPreStepAction("BSPrim.setTorque", LocalID); | ||
593 | } | ||
594 | // DetailLog("{0},BSPrim.SetTorque,call,torque={1}", LocalID, _torque); | ||
595 | } | ||
596 | } | ||
597 | public override float CollisionScore { | ||
598 | get { return _collisionScore; } | ||
599 | set { _collisionScore = value; | ||
600 | } | ||
601 | } | ||
602 | public override OMV.Vector3 Acceleration { | ||
603 | get { return _acceleration; } | ||
604 | set { _acceleration = value; } | ||
605 | } | ||
606 | public override OMV.Quaternion RawOrientation | ||
607 | { | ||
608 | get { return _orientation; } | ||
609 | set { _orientation = value; } | ||
610 | } | ||
611 | public override OMV.Quaternion Orientation { | ||
612 | get { | ||
613 | /* NOTE: this refetch is not necessary. The simulator knows about linkset children | ||
614 | * and does not fetch this position info for children. Thus this is commented out. | ||
615 | // Children move around because tied to parent. Get a fresh value. | ||
616 | if (!Linkset.IsRoot(this)) | ||
617 | { | ||
618 | _orientation = Linkset.OrientationGet(this); | ||
619 | } | ||
620 | */ | ||
621 | return _orientation; | ||
622 | } | ||
623 | set { | ||
624 | if (_orientation == value) | ||
625 | return; | ||
626 | _orientation = value; | ||
627 | |||
628 | // A linkset might need to know if a component information changed. | ||
629 | Linkset.UpdateProperties(this, false); | ||
630 | |||
631 | PhysicsScene.TaintedObject("BSPrim.setOrientation", delegate() | ||
632 | { | ||
633 | if (PhysBody.HasPhysicalBody) | ||
634 | { | ||
635 | // _position = BulletSimAPI.GetObjectPosition2(PhysicsScene.World.ptr, BSBody.ptr); | ||
636 | // DetailLog("{0},BSPrim.setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation); | ||
637 | BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); | ||
638 | } | ||
639 | }); | ||
640 | } | ||
641 | } | ||
642 | // Go directly to Bullet to get/set the value. | ||
643 | public override OMV.Quaternion ForceOrientation | ||
644 | { | ||
645 | get | ||
646 | { | ||
647 | _orientation = BulletSimAPI.GetOrientation2(PhysBody.ptr); | ||
648 | return _orientation; | ||
649 | } | ||
650 | set | ||
651 | { | ||
652 | _orientation = value; | ||
653 | BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); | ||
654 | } | ||
655 | } | ||
656 | public override int PhysicsActorType { | ||
657 | get { return _physicsActorType; } | ||
658 | set { _physicsActorType = value; } | ||
659 | } | ||
660 | public override bool IsPhysical { | ||
661 | get { return _isPhysical; } | ||
662 | set { | ||
663 | if (_isPhysical != value) | ||
664 | { | ||
665 | _isPhysical = value; | ||
666 | PhysicsScene.TaintedObject("BSPrim.setIsPhysical", delegate() | ||
667 | { | ||
668 | // DetailLog("{0},setIsPhysical,taint,isPhys={1}", LocalID, _isPhysical); | ||
669 | SetObjectDynamic(true); | ||
670 | // whether phys-to-static or static-to-phys, the object is not moving. | ||
671 | ZeroMotion(true); | ||
672 | }); | ||
673 | } | ||
674 | } | ||
675 | } | ||
676 | |||
677 | // An object is static (does not move) if selected or not physical | ||
678 | public override bool IsStatic | ||
679 | { | ||
680 | get { return _isSelected || !IsPhysical; } | ||
681 | } | ||
682 | |||
683 | // An object is solid if it's not phantom and if it's not doing VolumeDetect | ||
684 | public override bool IsSolid | ||
685 | { | ||
686 | get { return !IsPhantom && !_isVolumeDetect; } | ||
687 | } | ||
688 | |||
689 | // Make gravity work if the object is physical and not selected | ||
690 | // Called at taint-time!! | ||
691 | private void SetObjectDynamic(bool forceRebuild) | ||
692 | { | ||
693 | // Recreate the physical object if necessary | ||
694 | CreateGeomAndObject(forceRebuild); | ||
695 | } | ||
696 | |||
697 | // Convert the simulator's physical properties into settings on BulletSim objects. | ||
698 | // There are four flags we're interested in: | ||
699 | // IsStatic: Object does not move, otherwise the object has mass and moves | ||
700 | // isSolid: other objects bounce off of this object | ||
701 | // isVolumeDetect: other objects pass through but can generate collisions | ||
702 | // collisionEvents: whether this object returns collision events | ||
703 | private void UpdatePhysicalParameters() | ||
704 | { | ||
705 | // DetailLog("{0},BSPrim.UpdatePhysicalParameters,entry,body={1},shape={2}", LocalID, BSBody, BSShape); | ||
706 | |||
707 | // Mangling all the physical properties requires the object not be in the physical world. | ||
708 | // This is a NOOP if the object is not in the world (BulletSim and Bullet ignore objects not found). | ||
709 | BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, PhysBody.ptr); | ||
710 | |||
711 | // Set up the object physicalness (does gravity and collisions move this object) | ||
712 | MakeDynamic(IsStatic); | ||
713 | |||
714 | // Update vehicle specific parameters (after MakeDynamic() so can change physical parameters) | ||
715 | _vehicle.Refresh(); | ||
716 | |||
717 | // Arrange for collision events if the simulator wants them | ||
718 | EnableCollisions(SubscribedEvents()); | ||
719 | |||
720 | // Make solid or not (do things bounce off or pass through this object). | ||
721 | MakeSolid(IsSolid); | ||
722 | |||
723 | BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, PhysBody.ptr, _position, _orientation); | ||
724 | |||
725 | // Rebuild its shape | ||
726 | BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, PhysBody.ptr); | ||
727 | |||
728 | // Collision filter can be set only when the object is in the world | ||
729 | PhysBody.ApplyCollisionMask(); | ||
730 | |||
731 | // Recompute any linkset parameters. | ||
732 | // When going from non-physical to physical, this re-enables the constraints that | ||
733 | // had been automatically disabled when the mass was set to zero. | ||
734 | // For compound based linksets, this enables and disables interactions of the children. | ||
735 | Linkset.Refresh(this); | ||
736 | |||
737 | DetailLog("{0},BSPrim.UpdatePhysicalParameters,taintExit,static={1},solid={2},mass={3},collide={4},cf={5:X},body={6},shape={7}", | ||
738 | LocalID, IsStatic, IsSolid, Mass, SubscribedEvents(), CurrentCollisionFlags, PhysBody, PhysShape); | ||
739 | } | ||
740 | |||
741 | // "Making dynamic" means changing to and from static. | ||
742 | // When static, gravity does not effect the object and it is fixed in space. | ||
743 | // When dynamic, the object can fall and be pushed by others. | ||
744 | // This is independent of its 'solidness' which controls what passes through | ||
745 | // this object and what interacts with it. | ||
746 | private void MakeDynamic(bool makeStatic) | ||
747 | { | ||
748 | if (makeStatic) | ||
749 | { | ||
750 | // Become a Bullet 'static' object type | ||
751 | CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.CF_STATIC_OBJECT); | ||
752 | // Stop all movement | ||
753 | ZeroMotion(true); | ||
754 | |||
755 | // Set various physical properties so other object interact properly | ||
756 | MaterialAttributes matAttrib = BSMaterials.GetAttributes(Material, false); | ||
757 | BulletSimAPI.SetFriction2(PhysBody.ptr, matAttrib.friction); | ||
758 | BulletSimAPI.SetRestitution2(PhysBody.ptr, matAttrib.restitution); | ||
759 | |||
760 | // Mass is zero which disables a bunch of physics stuff in Bullet | ||
761 | UpdatePhysicalMassProperties(0f, false); | ||
762 | // Set collision detection parameters | ||
763 | if (BSParam.CcdMotionThreshold > 0f) | ||
764 | { | ||
765 | BulletSimAPI.SetCcdMotionThreshold2(PhysBody.ptr, BSParam.CcdMotionThreshold); | ||
766 | BulletSimAPI.SetCcdSweptSphereRadius2(PhysBody.ptr, BSParam.CcdSweptSphereRadius); | ||
767 | } | ||
768 | |||
769 | // The activation state is 'disabled' so Bullet will not try to act on it. | ||
770 | // BulletSimAPI.ForceActivationState2(PhysBody.ptr, ActivationState.DISABLE_SIMULATION); | ||
771 | // Start it out sleeping and physical actions could wake it up. | ||
772 | BulletSimAPI.ForceActivationState2(PhysBody.ptr, ActivationState.ISLAND_SLEEPING); | ||
773 | |||
774 | // This collides like a static object | ||
775 | PhysBody.collisionType = CollisionType.Static; | ||
776 | |||
777 | // There can be special things needed for implementing linksets | ||
778 | Linkset.MakeStatic(this); | ||
779 | } | ||
780 | else | ||
781 | { | ||
782 | // Not a Bullet static object | ||
783 | CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.CF_STATIC_OBJECT); | ||
784 | |||
785 | // Set various physical properties so other object interact properly | ||
786 | MaterialAttributes matAttrib = BSMaterials.GetAttributes(Material, true); | ||
787 | BulletSimAPI.SetFriction2(PhysBody.ptr, matAttrib.friction); | ||
788 | BulletSimAPI.SetRestitution2(PhysBody.ptr, matAttrib.restitution); | ||
789 | |||
790 | // per http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=3382 | ||
791 | // Since this can be called multiple times, only zero forces when becoming physical | ||
792 | // BulletSimAPI.ClearAllForces2(BSBody.ptr); | ||
793 | |||
794 | // For good measure, make sure the transform is set through to the motion state | ||
795 | BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); | ||
796 | |||
797 | // Center of mass is at the center of the object | ||
798 | // DEBUG DEBUG BulletSimAPI.SetCenterOfMassByPosRot2(Linkset.LinksetRoot.PhysBody.ptr, _position, _orientation); | ||
799 | |||
800 | // A dynamic object has mass | ||
801 | UpdatePhysicalMassProperties(RawMass, false); | ||
802 | |||
803 | // Set collision detection parameters | ||
804 | if (BSParam.CcdMotionThreshold > 0f) | ||
805 | { | ||
806 | BulletSimAPI.SetCcdMotionThreshold2(PhysBody.ptr, BSParam.CcdMotionThreshold); | ||
807 | BulletSimAPI.SetCcdSweptSphereRadius2(PhysBody.ptr, BSParam.CcdSweptSphereRadius); | ||
808 | } | ||
809 | |||
810 | // Various values for simulation limits | ||
811 | BulletSimAPI.SetDamping2(PhysBody.ptr, BSParam.LinearDamping, BSParam.AngularDamping); | ||
812 | BulletSimAPI.SetDeactivationTime2(PhysBody.ptr, BSParam.DeactivationTime); | ||
813 | BulletSimAPI.SetSleepingThresholds2(PhysBody.ptr, BSParam.LinearSleepingThreshold, BSParam.AngularSleepingThreshold); | ||
814 | BulletSimAPI.SetContactProcessingThreshold2(PhysBody.ptr, BSParam.ContactProcessingThreshold); | ||
815 | |||
816 | // This collides like an object. | ||
817 | PhysBody.collisionType = CollisionType.Dynamic; | ||
818 | |||
819 | // Force activation of the object so Bullet will act on it. | ||
820 | // Must do the ForceActivationState2() to overcome the DISABLE_SIMULATION from static objects. | ||
821 | BulletSimAPI.ForceActivationState2(PhysBody.ptr, ActivationState.ACTIVE_TAG); | ||
822 | |||
823 | // There might be special things needed for implementing linksets. | ||
824 | Linkset.MakeDynamic(this); | ||
825 | } | ||
826 | } | ||
827 | |||
828 | // "Making solid" means that other object will not pass through this object. | ||
829 | // To make transparent, we create a Bullet ghost object. | ||
830 | // Note: This expects to be called from the UpdatePhysicalParameters() routine as | ||
831 | // the functions after this one set up the state of a possibly newly created collision body. | ||
832 | private void MakeSolid(bool makeSolid) | ||
833 | { | ||
834 | CollisionObjectTypes bodyType = (CollisionObjectTypes)BulletSimAPI.GetBodyType2(PhysBody.ptr); | ||
835 | if (makeSolid) | ||
836 | { | ||
837 | // Verify the previous code created the correct shape for this type of thing. | ||
838 | if ((bodyType & CollisionObjectTypes.CO_RIGID_BODY) == 0) | ||
839 | { | ||
840 | m_log.ErrorFormat("{0} MakeSolid: physical body of wrong type for solidity. id={1}, type={2}", LogHeader, LocalID, bodyType); | ||
841 | } | ||
842 | CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE); | ||
843 | } | ||
844 | else | ||
845 | { | ||
846 | if ((bodyType & CollisionObjectTypes.CO_GHOST_OBJECT) == 0) | ||
847 | { | ||
848 | m_log.ErrorFormat("{0} MakeSolid: physical body of wrong type for non-solidness. id={1}, type={2}", LogHeader, LocalID, bodyType); | ||
849 | } | ||
850 | CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE); | ||
851 | |||
852 | // Change collision info from a static object to a ghosty collision object | ||
853 | PhysBody.collisionType = CollisionType.VolumeDetect; | ||
854 | } | ||
855 | } | ||
856 | |||
857 | // Enable physical actions. Bullet will keep sleeping non-moving physical objects so | ||
858 | // they need waking up when parameters are changed. | ||
859 | // Called in taint-time!! | ||
860 | private void ActivateIfPhysical(bool forceIt) | ||
861 | { | ||
862 | if (IsPhysical && PhysBody.HasPhysicalBody) | ||
863 | BulletSimAPI.Activate2(PhysBody.ptr, forceIt); | ||
864 | } | ||
865 | |||
866 | // Turn on or off the flag controlling whether collision events are returned to the simulator. | ||
867 | private void EnableCollisions(bool wantsCollisionEvents) | ||
868 | { | ||
869 | if (wantsCollisionEvents) | ||
870 | { | ||
871 | CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | ||
872 | } | ||
873 | else | ||
874 | { | ||
875 | CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | ||
876 | } | ||
877 | } | ||
878 | |||
879 | // prims don't fly | ||
880 | public override bool Flying { | ||
881 | get { return _flying; } | ||
882 | set { | ||
883 | _flying = value; | ||
884 | } | ||
885 | } | ||
886 | public override bool SetAlwaysRun { | ||
887 | get { return _setAlwaysRun; } | ||
888 | set { _setAlwaysRun = value; } | ||
889 | } | ||
890 | public override bool ThrottleUpdates { | ||
891 | get { return _throttleUpdates; } | ||
892 | set { _throttleUpdates = value; } | ||
893 | } | ||
894 | public override bool IsColliding { | ||
895 | get { return (CollidingStep == PhysicsScene.SimulationStep); } | ||
896 | set { _isColliding = value; } | ||
897 | } | ||
898 | public override bool CollidingGround { | ||
899 | get { return (CollidingGroundStep == PhysicsScene.SimulationStep); } | ||
900 | set { _collidingGround = value; } | ||
901 | } | ||
902 | public override bool CollidingObj { | ||
903 | get { return _collidingObj; } | ||
904 | set { _collidingObj = value; } | ||
905 | } | ||
906 | public bool IsPhantom { | ||
907 | get { | ||
908 | // SceneObjectPart removes phantom objects from the physics scene | ||
909 | // so, although we could implement touching and such, we never | ||
910 | // are invoked as a phantom object | ||
911 | return false; | ||
912 | } | ||
913 | } | ||
914 | public override bool FloatOnWater { | ||
915 | set { | ||
916 | _floatOnWater = value; | ||
917 | PhysicsScene.TaintedObject("BSPrim.setFloatOnWater", delegate() | ||
918 | { | ||
919 | if (_floatOnWater) | ||
920 | CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER); | ||
921 | else | ||
922 | CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER); | ||
923 | }); | ||
924 | } | ||
925 | } | ||
926 | public override OMV.Vector3 RotationalVelocity { | ||
927 | get { | ||
928 | return _rotationalVelocity; | ||
929 | } | ||
930 | set { | ||
931 | _rotationalVelocity = value; | ||
932 | // m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity); | ||
933 | PhysicsScene.TaintedObject("BSPrim.setRotationalVelocity", delegate() | ||
934 | { | ||
935 | DetailLog("{0},BSPrim.SetRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity); | ||
936 | ForceRotationalVelocity = _rotationalVelocity; | ||
937 | }); | ||
938 | } | ||
939 | } | ||
940 | public override OMV.Vector3 ForceRotationalVelocity { | ||
941 | get { | ||
942 | return _rotationalVelocity; | ||
943 | } | ||
944 | set { | ||
945 | _rotationalVelocity = value; | ||
946 | if (PhysBody.HasPhysicalBody) | ||
947 | { | ||
948 | BulletSimAPI.SetAngularVelocity2(PhysBody.ptr, _rotationalVelocity); | ||
949 | ActivateIfPhysical(false); | ||
950 | } | ||
951 | } | ||
952 | } | ||
953 | public override bool Kinematic { | ||
954 | get { return _kinematic; } | ||
955 | set { _kinematic = value; | ||
956 | // m_log.DebugFormat("{0}: Kinematic={1}", LogHeader, _kinematic); | ||
957 | } | ||
958 | } | ||
959 | public override float Buoyancy { | ||
960 | get { return _buoyancy; } | ||
961 | set { | ||
962 | _buoyancy = value; | ||
963 | PhysicsScene.TaintedObject("BSPrim.setBuoyancy", delegate() | ||
964 | { | ||
965 | ForceBuoyancy = _buoyancy; | ||
966 | }); | ||
967 | } | ||
968 | } | ||
969 | public override float ForceBuoyancy { | ||
970 | get { return _buoyancy; } | ||
971 | set { | ||
972 | _buoyancy = value; | ||
973 | // DetailLog("{0},BSPrim.setForceBuoyancy,taint,buoy={1}", LocalID, _buoyancy); | ||
974 | // Force the recalculation of the various inertia,etc variables in the object | ||
975 | UpdatePhysicalMassProperties(_mass, true); | ||
976 | ActivateIfPhysical(false); | ||
977 | } | ||
978 | } | ||
979 | |||
980 | // Used for MoveTo | ||
981 | public override OMV.Vector3 PIDTarget { | ||
982 | set { _PIDTarget = value; } | ||
983 | } | ||
984 | public override bool PIDActive { | ||
985 | set { _usePID = value; } | ||
986 | } | ||
987 | public override float PIDTau { | ||
988 | set { _PIDTau = value; } | ||
989 | } | ||
990 | |||
991 | // Used for llSetHoverHeight and maybe vehicle height | ||
992 | // Hover Height will override MoveTo target's Z | ||
993 | public override bool PIDHoverActive { | ||
994 | set { _useHoverPID = value; } | ||
995 | } | ||
996 | public override float PIDHoverHeight { | ||
997 | set { _PIDHoverHeight = value; } | ||
998 | } | ||
999 | public override PIDHoverType PIDHoverType { | ||
1000 | set { _PIDHoverType = value; } | ||
1001 | } | ||
1002 | public override float PIDHoverTau { | ||
1003 | set { _PIDHoverTao = value; } | ||
1004 | } | ||
1005 | |||
1006 | // For RotLookAt | ||
1007 | public override OMV.Quaternion APIDTarget { set { return; } } | ||
1008 | public override bool APIDActive { set { return; } } | ||
1009 | public override float APIDStrength { set { return; } } | ||
1010 | public override float APIDDamping { set { return; } } | ||
1011 | |||
1012 | public override void AddForce(OMV.Vector3 force, bool pushforce) { | ||
1013 | // Since this force is being applied in only one step, make this a force per second. | ||
1014 | OMV.Vector3 addForce = force / PhysicsScene.LastTimeStep; | ||
1015 | AddForce(addForce, pushforce, false); | ||
1016 | } | ||
1017 | // Applying a force just adds this to the total force on the object. | ||
1018 | // This added force will only last the next simulation tick. | ||
1019 | public void AddForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) { | ||
1020 | // for an object, doesn't matter if force is a pushforce or not | ||
1021 | if (force.IsFinite()) | ||
1022 | { | ||
1023 | float magnitude = force.Length(); | ||
1024 | if (magnitude > 20000f) | ||
1025 | { | ||
1026 | // Force has a limit | ||
1027 | force = force / magnitude * 20000f; | ||
1028 | } | ||
1029 | |||
1030 | OMV.Vector3 addForce = force; | ||
1031 | DetailLog("{0},BSPrim.addForce,call,force={1}", LocalID, addForce); | ||
1032 | |||
1033 | PhysicsScene.TaintedObject(inTaintTime, "BSPrim.AddForce", delegate() | ||
1034 | { | ||
1035 | // Bullet adds this central force to the total force for this tick | ||
1036 | DetailLog("{0},BSPrim.addForce,taint,force={1}", LocalID, addForce); | ||
1037 | if (PhysBody.HasPhysicalBody) | ||
1038 | { | ||
1039 | BulletSimAPI.ApplyCentralForce2(PhysBody.ptr, addForce); | ||
1040 | ActivateIfPhysical(false); | ||
1041 | } | ||
1042 | }); | ||
1043 | } | ||
1044 | else | ||
1045 | { | ||
1046 | m_log.WarnFormat("{0}: Got a NaN force applied to a prim. LocalID={1}", LogHeader, LocalID); | ||
1047 | return; | ||
1048 | } | ||
1049 | } | ||
1050 | |||
1051 | public override void AddAngularForce(OMV.Vector3 force, bool pushforce) { | ||
1052 | AddAngularForce(force, pushforce, false); | ||
1053 | } | ||
1054 | public void AddAngularForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) | ||
1055 | { | ||
1056 | if (force.IsFinite()) | ||
1057 | { | ||
1058 | OMV.Vector3 angForce = force; | ||
1059 | PhysicsScene.TaintedObject(inTaintTime, "BSPrim.AddAngularForce", delegate() | ||
1060 | { | ||
1061 | if (PhysBody.HasPhysicalBody) | ||
1062 | { | ||
1063 | BulletSimAPI.ApplyTorque2(PhysBody.ptr, angForce); | ||
1064 | ActivateIfPhysical(false); | ||
1065 | } | ||
1066 | }); | ||
1067 | } | ||
1068 | else | ||
1069 | { | ||
1070 | m_log.WarnFormat("{0}: Got a NaN force applied to a prim. LocalID={1}", LogHeader, LocalID); | ||
1071 | return; | ||
1072 | } | ||
1073 | } | ||
1074 | |||
1075 | // A torque impulse. | ||
1076 | // ApplyTorqueImpulse adds torque directly to the angularVelocity. | ||
1077 | // AddAngularForce accumulates the force and applied it to the angular velocity all at once. | ||
1078 | // Computed as: angularVelocity += impulse * inertia; | ||
1079 | public void ApplyTorqueImpulse(OMV.Vector3 impulse, bool inTaintTime) | ||
1080 | { | ||
1081 | OMV.Vector3 applyImpulse = impulse; | ||
1082 | PhysicsScene.TaintedObject(inTaintTime, "BSPrim.ApplyTorqueImpulse", delegate() | ||
1083 | { | ||
1084 | if (PhysBody.HasPhysicalBody) | ||
1085 | { | ||
1086 | BulletSimAPI.ApplyTorqueImpulse2(PhysBody.ptr, applyImpulse); | ||
1087 | ActivateIfPhysical(false); | ||
1088 | } | ||
1089 | }); | ||
1090 | } | ||
1091 | |||
1092 | public override void SetMomentum(OMV.Vector3 momentum) { | ||
1093 | // DetailLog("{0},BSPrim.SetMomentum,call,mom={1}", LocalID, momentum); | ||
1094 | } | ||
1095 | #region Mass Calculation | ||
1096 | |||
1097 | private float CalculateMass() | ||
1098 | { | ||
1099 | float volume = _size.X * _size.Y * _size.Z; // default | ||
1100 | float tmp; | ||
1101 | |||
1102 | float returnMass = 0; | ||
1103 | float hollowAmount = (float)BaseShape.ProfileHollow * 2.0e-5f; | ||
1104 | float hollowVolume = hollowAmount * hollowAmount; | ||
1105 | |||
1106 | switch (BaseShape.ProfileShape) | ||
1107 | { | ||
1108 | case ProfileShape.Square: | ||
1109 | // default box | ||
1110 | |||
1111 | if (BaseShape.PathCurve == (byte)Extrusion.Straight) | ||
1112 | { | ||
1113 | if (hollowAmount > 0.0) | ||
1114 | { | ||
1115 | switch (BaseShape.HollowShape) | ||
1116 | { | ||
1117 | case HollowShape.Square: | ||
1118 | case HollowShape.Same: | ||
1119 | break; | ||
1120 | |||
1121 | case HollowShape.Circle: | ||
1122 | |||
1123 | hollowVolume *= 0.78539816339f; | ||
1124 | break; | ||
1125 | |||
1126 | case HollowShape.Triangle: | ||
1127 | |||
1128 | hollowVolume *= (0.5f * .5f); | ||
1129 | break; | ||
1130 | |||
1131 | default: | ||
1132 | hollowVolume = 0; | ||
1133 | break; | ||
1134 | } | ||
1135 | volume *= (1.0f - hollowVolume); | ||
1136 | } | ||
1137 | } | ||
1138 | |||
1139 | else if (BaseShape.PathCurve == (byte)Extrusion.Curve1) | ||
1140 | { | ||
1141 | //a tube | ||
1142 | |||
1143 | volume *= 0.78539816339e-2f * (float)(200 - BaseShape.PathScaleX); | ||
1144 | tmp= 1.0f -2.0e-2f * (float)(200 - BaseShape.PathScaleY); | ||
1145 | volume -= volume*tmp*tmp; | ||
1146 | |||
1147 | if (hollowAmount > 0.0) | ||
1148 | { | ||
1149 | hollowVolume *= hollowAmount; | ||
1150 | |||
1151 | switch (BaseShape.HollowShape) | ||
1152 | { | ||
1153 | case HollowShape.Square: | ||
1154 | case HollowShape.Same: | ||
1155 | break; | ||
1156 | |||
1157 | case HollowShape.Circle: | ||
1158 | hollowVolume *= 0.78539816339f;; | ||
1159 | break; | ||
1160 | |||
1161 | case HollowShape.Triangle: | ||
1162 | hollowVolume *= 0.5f * 0.5f; | ||
1163 | break; | ||
1164 | default: | ||
1165 | hollowVolume = 0; | ||
1166 | break; | ||
1167 | } | ||
1168 | volume *= (1.0f - hollowVolume); | ||
1169 | } | ||
1170 | } | ||
1171 | |||
1172 | break; | ||
1173 | |||
1174 | case ProfileShape.Circle: | ||
1175 | |||
1176 | if (BaseShape.PathCurve == (byte)Extrusion.Straight) | ||
1177 | { | ||
1178 | volume *= 0.78539816339f; // elipse base | ||
1179 | |||
1180 | if (hollowAmount > 0.0) | ||
1181 | { | ||
1182 | switch (BaseShape.HollowShape) | ||
1183 | { | ||
1184 | case HollowShape.Same: | ||
1185 | case HollowShape.Circle: | ||
1186 | break; | ||
1187 | |||
1188 | case HollowShape.Square: | ||
1189 | hollowVolume *= 0.5f * 2.5984480504799f; | ||
1190 | break; | ||
1191 | |||
1192 | case HollowShape.Triangle: | ||
1193 | hollowVolume *= .5f * 1.27323954473516f; | ||
1194 | break; | ||
1195 | |||
1196 | default: | ||
1197 | hollowVolume = 0; | ||
1198 | break; | ||
1199 | } | ||
1200 | volume *= (1.0f - hollowVolume); | ||
1201 | } | ||
1202 | } | ||
1203 | |||
1204 | else if (BaseShape.PathCurve == (byte)Extrusion.Curve1) | ||
1205 | { | ||
1206 | volume *= 0.61685027506808491367715568749226e-2f * (float)(200 - BaseShape.PathScaleX); | ||
1207 | tmp = 1.0f - .02f * (float)(200 - BaseShape.PathScaleY); | ||
1208 | volume *= (1.0f - tmp * tmp); | ||
1209 | |||
1210 | if (hollowAmount > 0.0) | ||
1211 | { | ||
1212 | |||
1213 | // calculate the hollow volume by it's shape compared to the prim shape | ||
1214 | hollowVolume *= hollowAmount; | ||
1215 | |||
1216 | switch (BaseShape.HollowShape) | ||
1217 | { | ||
1218 | case HollowShape.Same: | ||
1219 | case HollowShape.Circle: | ||
1220 | break; | ||
1221 | |||
1222 | case HollowShape.Square: | ||
1223 | hollowVolume *= 0.5f * 2.5984480504799f; | ||
1224 | break; | ||
1225 | |||
1226 | case HollowShape.Triangle: | ||
1227 | hollowVolume *= .5f * 1.27323954473516f; | ||
1228 | break; | ||
1229 | |||
1230 | default: | ||
1231 | hollowVolume = 0; | ||
1232 | break; | ||
1233 | } | ||
1234 | volume *= (1.0f - hollowVolume); | ||
1235 | } | ||
1236 | } | ||
1237 | break; | ||
1238 | |||
1239 | case ProfileShape.HalfCircle: | ||
1240 | if (BaseShape.PathCurve == (byte)Extrusion.Curve1) | ||
1241 | { | ||
1242 | volume *= 0.52359877559829887307710723054658f; | ||
1243 | } | ||
1244 | break; | ||
1245 | |||
1246 | case ProfileShape.EquilateralTriangle: | ||
1247 | |||
1248 | if (BaseShape.PathCurve == (byte)Extrusion.Straight) | ||
1249 | { | ||
1250 | volume *= 0.32475953f; | ||
1251 | |||
1252 | if (hollowAmount > 0.0) | ||
1253 | { | ||
1254 | |||
1255 | // calculate the hollow volume by it's shape compared to the prim shape | ||
1256 | switch (BaseShape.HollowShape) | ||
1257 | { | ||
1258 | case HollowShape.Same: | ||
1259 | case HollowShape.Triangle: | ||
1260 | hollowVolume *= .25f; | ||
1261 | break; | ||
1262 | |||
1263 | case HollowShape.Square: | ||
1264 | hollowVolume *= 0.499849f * 3.07920140172638f; | ||
1265 | break; | ||
1266 | |||
1267 | case HollowShape.Circle: | ||
1268 | // Hollow shape is a perfect cyllinder in respect to the cube's scale | ||
1269 | // Cyllinder hollow volume calculation | ||
1270 | |||
1271 | hollowVolume *= 0.1963495f * 3.07920140172638f; | ||
1272 | break; | ||
1273 | |||
1274 | default: | ||
1275 | hollowVolume = 0; | ||
1276 | break; | ||
1277 | } | ||
1278 | volume *= (1.0f - hollowVolume); | ||
1279 | } | ||
1280 | } | ||
1281 | else if (BaseShape.PathCurve == (byte)Extrusion.Curve1) | ||
1282 | { | ||
1283 | volume *= 0.32475953f; | ||
1284 | volume *= 0.01f * (float)(200 - BaseShape.PathScaleX); | ||
1285 | tmp = 1.0f - .02f * (float)(200 - BaseShape.PathScaleY); | ||
1286 | volume *= (1.0f - tmp * tmp); | ||
1287 | |||
1288 | if (hollowAmount > 0.0) | ||
1289 | { | ||
1290 | |||
1291 | hollowVolume *= hollowAmount; | ||
1292 | |||
1293 | switch (BaseShape.HollowShape) | ||
1294 | { | ||
1295 | case HollowShape.Same: | ||
1296 | case HollowShape.Triangle: | ||
1297 | hollowVolume *= .25f; | ||
1298 | break; | ||
1299 | |||
1300 | case HollowShape.Square: | ||
1301 | hollowVolume *= 0.499849f * 3.07920140172638f; | ||
1302 | break; | ||
1303 | |||
1304 | case HollowShape.Circle: | ||
1305 | |||
1306 | hollowVolume *= 0.1963495f * 3.07920140172638f; | ||
1307 | break; | ||
1308 | |||
1309 | default: | ||
1310 | hollowVolume = 0; | ||
1311 | break; | ||
1312 | } | ||
1313 | volume *= (1.0f - hollowVolume); | ||
1314 | } | ||
1315 | } | ||
1316 | break; | ||
1317 | |||
1318 | default: | ||
1319 | break; | ||
1320 | } | ||
1321 | |||
1322 | |||
1323 | |||
1324 | float taperX1; | ||
1325 | float taperY1; | ||
1326 | float taperX; | ||
1327 | float taperY; | ||
1328 | float pathBegin; | ||
1329 | float pathEnd; | ||
1330 | float profileBegin; | ||
1331 | float profileEnd; | ||
1332 | |||
1333 | if (BaseShape.PathCurve == (byte)Extrusion.Straight || BaseShape.PathCurve == (byte)Extrusion.Flexible) | ||
1334 | { | ||
1335 | taperX1 = BaseShape.PathScaleX * 0.01f; | ||
1336 | if (taperX1 > 1.0f) | ||
1337 | taperX1 = 2.0f - taperX1; | ||
1338 | taperX = 1.0f - taperX1; | ||
1339 | |||
1340 | taperY1 = BaseShape.PathScaleY * 0.01f; | ||
1341 | if (taperY1 > 1.0f) | ||
1342 | taperY1 = 2.0f - taperY1; | ||
1343 | taperY = 1.0f - taperY1; | ||
1344 | } | ||
1345 | else | ||
1346 | { | ||
1347 | taperX = BaseShape.PathTaperX * 0.01f; | ||
1348 | if (taperX < 0.0f) | ||
1349 | taperX = -taperX; | ||
1350 | taperX1 = 1.0f - taperX; | ||
1351 | |||
1352 | taperY = BaseShape.PathTaperY * 0.01f; | ||
1353 | if (taperY < 0.0f) | ||
1354 | taperY = -taperY; | ||
1355 | taperY1 = 1.0f - taperY; | ||
1356 | |||
1357 | } | ||
1358 | |||
1359 | |||
1360 | volume *= (taperX1 * taperY1 + 0.5f * (taperX1 * taperY + taperX * taperY1) + 0.3333333333f * taperX * taperY); | ||
1361 | |||
1362 | pathBegin = (float)BaseShape.PathBegin * 2.0e-5f; | ||
1363 | pathEnd = 1.0f - (float)BaseShape.PathEnd * 2.0e-5f; | ||
1364 | volume *= (pathEnd - pathBegin); | ||
1365 | |||
1366 | // this is crude aproximation | ||
1367 | profileBegin = (float)BaseShape.ProfileBegin * 2.0e-5f; | ||
1368 | profileEnd = 1.0f - (float)BaseShape.ProfileEnd * 2.0e-5f; | ||
1369 | volume *= (profileEnd - profileBegin); | ||
1370 | |||
1371 | returnMass = _density * volume; | ||
1372 | |||
1373 | /* Comment out code that computes the mass of the linkset. That is done in the Linkset class. | ||
1374 | if (IsRootOfLinkset) | ||
1375 | { | ||
1376 | foreach (BSPrim prim in _childrenPrims) | ||
1377 | { | ||
1378 | returnMass += prim.CalculateMass(); | ||
1379 | } | ||
1380 | } | ||
1381 | */ | ||
1382 | |||
1383 | returnMass = Util.Clamp(returnMass, BSParam.MinimumObjectMass, BSParam.MaximumObjectMass); | ||
1384 | |||
1385 | return returnMass; | ||
1386 | }// end CalculateMass | ||
1387 | #endregion Mass Calculation | ||
1388 | |||
1389 | // Rebuild the geometry and object. | ||
1390 | // This is called when the shape changes so we need to recreate the mesh/hull. | ||
1391 | // Called at taint-time!!! | ||
1392 | public void CreateGeomAndObject(bool forceRebuild) | ||
1393 | { | ||
1394 | // If this prim is part of a linkset, we must remove and restore the physical | ||
1395 | // links if the body is rebuilt. | ||
1396 | bool needToRestoreLinkset = false; | ||
1397 | bool needToRestoreVehicle = false; | ||
1398 | |||
1399 | // Create the correct physical representation for this type of object. | ||
1400 | // Updates PhysBody and PhysShape with the new information. | ||
1401 | // Ignore 'forceRebuild'. This routine makes the right choices and changes of necessary. | ||
1402 | PhysicsScene.Shapes.GetBodyAndShape(false, PhysicsScene.World, this, null, delegate(BulletBody dBody) | ||
1403 | { | ||
1404 | // Called if the current prim body is about to be destroyed. | ||
1405 | // Remove all the physical dependencies on the old body. | ||
1406 | // (Maybe someday make the changing of BSShape an event to be subscribed to by BSLinkset, ...) | ||
1407 | needToRestoreLinkset = Linkset.RemoveBodyDependencies(this); | ||
1408 | needToRestoreVehicle = _vehicle.RemoveBodyDependencies(this); | ||
1409 | }); | ||
1410 | |||
1411 | if (needToRestoreLinkset) | ||
1412 | { | ||
1413 | // If physical body dependencies were removed, restore them | ||
1414 | Linkset.RestoreBodyDependencies(this); | ||
1415 | } | ||
1416 | if (needToRestoreVehicle) | ||
1417 | { | ||
1418 | // If physical body dependencies were removed, restore them | ||
1419 | _vehicle.RestoreBodyDependencies(this); | ||
1420 | } | ||
1421 | |||
1422 | // Make sure the properties are set on the new object | ||
1423 | UpdatePhysicalParameters(); | ||
1424 | return; | ||
1425 | } | ||
1426 | |||
1427 | // The physics engine says that properties have updated. Update same and inform | ||
1428 | // the world that things have changed. | ||
1429 | // TODO: do we really need to check for changed? Maybe just copy values and call RequestPhysicsterseUpdate() | ||
1430 | enum UpdatedProperties { | ||
1431 | Position = 1 << 0, | ||
1432 | Rotation = 1 << 1, | ||
1433 | Velocity = 1 << 2, | ||
1434 | Acceleration = 1 << 3, | ||
1435 | RotationalVel = 1 << 4 | ||
1436 | } | ||
1437 | |||
1438 | const float ROTATION_TOLERANCE = 0.01f; | ||
1439 | const float VELOCITY_TOLERANCE = 0.001f; | ||
1440 | const float POSITION_TOLERANCE = 0.05f; | ||
1441 | const float ACCELERATION_TOLERANCE = 0.01f; | ||
1442 | const float ROTATIONAL_VELOCITY_TOLERANCE = 0.01f; | ||
1443 | |||
1444 | public override void UpdateProperties(EntityProperties entprop) | ||
1445 | { | ||
1446 | // Updates only for individual prims and for the root object of a linkset. | ||
1447 | if (Linkset.IsRoot(this)) | ||
1448 | { | ||
1449 | // A temporary kludge to suppress the rotational effects introduced on vehicles by Bullet | ||
1450 | // TODO: handle physics introduced by Bullet with computed vehicle physics. | ||
1451 | if (_vehicle.IsActive) | ||
1452 | { | ||
1453 | entprop.RotationalVelocity = OMV.Vector3.Zero; | ||
1454 | } | ||
1455 | |||
1456 | // Assign directly to the local variables so the normal set action does not happen | ||
1457 | _position = entprop.Position; | ||
1458 | _orientation = entprop.Rotation; | ||
1459 | _velocity = entprop.Velocity; | ||
1460 | _acceleration = entprop.Acceleration; | ||
1461 | _rotationalVelocity = entprop.RotationalVelocity; | ||
1462 | |||
1463 | // The sanity check can change the velocity and/or position. | ||
1464 | if (IsPhysical && PositionSanityCheck(true)) | ||
1465 | { | ||
1466 | entprop.Position = _position; | ||
1467 | entprop.Velocity = _velocity; | ||
1468 | } | ||
1469 | |||
1470 | OMV.Vector3 direction = OMV.Vector3.UnitX * _orientation; // DEBUG DEBUG DEBUG | ||
1471 | DetailLog("{0},BSPrim.UpdateProperties,call,pos={1},orient={2},dir={3},vel={4},rotVel={5}", | ||
1472 | LocalID, _position, _orientation, direction, _velocity, _rotationalVelocity); | ||
1473 | |||
1474 | // remember the current and last set values | ||
1475 | LastEntityProperties = CurrentEntityProperties; | ||
1476 | CurrentEntityProperties = entprop; | ||
1477 | |||
1478 | base.RequestPhysicsterseUpdate(); | ||
1479 | } | ||
1480 | /* | ||
1481 | else | ||
1482 | { | ||
1483 | // For debugging, report the movement of children | ||
1484 | DetailLog("{0},BSPrim.UpdateProperties,child,pos={1},orient={2},vel={3},accel={4},rotVel={5}", | ||
1485 | LocalID, entprop.Position, entprop.Rotation, entprop.Velocity, | ||
1486 | entprop.Acceleration, entprop.RotationalVelocity); | ||
1487 | } | ||
1488 | */ | ||
1489 | |||
1490 | // The linkset implimentation might want to know about this. | ||
1491 | Linkset.UpdateProperties(this, true); | ||
1492 | } | ||
1493 | } | ||
1494 | } | ||